As you might have heard, Velan Studios (the team behind Mario Kart Live: Home Circuit) is currently hosting a beta weekend for its new team-based dodgeball-style game, Knockout City. You can download it right now from the Switch eShop.
Ahead of the beta going live this week, we got some exclusive details from Velan about the importance of delivering the "full-featured" experience across all platforms, including the Switch.
"Velan Studios’ general design philosophy for Knockout City is to have feature parity across all platforms. It was important to us that we deliver the same, great, full-featured experience to all platforms, including (and especially!) Nintendo Switch."
To keep Nintendo gamers competitive, Knockout City on the Switch features two different graphical settings, which can be accessed within the game's settings menu. There is a "quality" mode and a "performance" mode that's more suited to competitive play. Here's the resolution and framerate breakdown of each one:
Quality Mode: This is the default setting with higher graphical fidelity and includes extra graphic features like sunshafts, bloom, and increased shadow cascades. Docked: 1080p, 30fps, Handheld: 720p, 30fps
Performance Mode: This mode features lower graphical fidelity to maintain a high frame rate. Performance Mode requires a stable and persistent high-speed internet connection. Docked: 810p, 60fps, Handheld: 540p, 60fps
"A solid internet connection could mean the difference between taking out your opponent and getting smacked in the face with a ball. Performance Mode requires a high quality, stable internet connection. We recommend 50-80ms of latency to your nearest server, but lower is always better. If you have a Wired Internet LAN adapter, we recommend using that for best performance."
Apart from two different modes, and "solid netcode", Knockout City on the Switch also features Voice Chat, which Velan highly recommends taking advantage of for strategic play. A Pro Controller is also advisable, for "high-skill play", precision aiming and overall comfort.
One other nifty feature is cross-progression - allowing you to take your progression (including level, cosmetics and contract progress) from the Switch version of Knockout City to PC/PS4/XB1 or vice versa.
Have you tried out this open-beta yet? What are your thoughts so far? Leave a comment down below.
Comments 35
Nice to see that framerate/gameplay or resolution is an option.Cross-progression is also great.
My Switch LAN adapter were bought for Wii, then later used for Wii U. I think Joytech or something made it.
Got this downloaded on both Switch and PS4 to give it a go.
For some reason I’m really into this compared to ninjala
540p with 60fps while lying on the couch! Sounds about right to me.
This seems to have a lot of promise. That voice work though... ooph. Rhotic or non-rhotic, pick one and stick to it!
It's always great when games like this include the option to choose between graphical quality or performance!
Voice chat added wow a studio that finally adds native chat!
looks good. anyone else find in handheld mode the graphics in messages that show the control to use is very small and hard to see?
Why is internet speed linked to graphical performance? That seems wrong.
@chardir said "Why is internet speed linked to graphical performance?"
Good question. Don't tell me they're streaming the game at 540p!? 🤔
Is that what it takes to get a decent frame rate on Switch now? Developers are just giving up on Switch's hardware and doing game streaming instead?? 😆
This is a good setup. Personally I prefer the quality modes, but it's nice to have the option.
As for the internet connection, I doubt they're streaming anything for the game, that would really limit online performance for a game like this. They probably just mean that without fast internet 60 fps won't really give you any advantages anyway.
Performance mode! Thank you! THIS is what should come through with all Switch ports.
@Chardir @Prizm @Imerion Maybe the netcode is delay-based instead of rollback so it will seem like frames are dropping and performance is stuttering when really it’s the connection catching up.
Any who played have any insight to this? Rollback games usually have teleporting players when connections are bad.
@ModdedInkling exactly right.
Rocket League had it and now KOC too!!!!
This is epic
Knockout City on switch is 30fps and 60fps
Officially
This looks interesting although it should have been free to play to build up a decent online community.
I'm not going to pay for it as I imagine it's going to go the way of Rocket Arena and die due to lack of players.
at least, they offer 60fps, but i'd prefer the game to be hd even at that framerate
@chardir I don’t see it saying that think it just means if your connection is bad then it’ll be laggy and 60fps won’t matter
@Casual_Gamer95 docked it is HD, because 720p is HD and this runs at 810p
I really didn't think it was going to look as good as it does on the switch, I have played only one game so got to give it a shot later.
@OnlyItsMeReid @Spiders @Chardir @Prizm @Imerion the higher the framerate, the more packets your client will send.
in other words, you're gonna use less upload at lower frames and more upload at higher frames. the more packets you send, the easier it is for wireless to lag behind dramatically. That isn't ping related, its a packets-in-order kinda thing. its cause standard wireless is half duplex and not full duplex.
note that some games have fixed data rate usage. Just about all dedicated server clients send packets to the server based on their framerate though. depends on what hz the server is capped at in how far it'll go. tickrate for this game is likely 60.
tl;dr - you're at a disadvantage, network wise, at 30 frames. you're on a level field at 60 frames but will be sending more packets/using more upload. This will make slow nets highly unstable, especially wireless.
30fps would never work for a game that's all about having to react and time button presses to catching and throwing a ball. Try playing FORTNITE at 30fps. It's awful.
Performance mode is a great decision.
I would love to get into this one but sadly it's gonna have a hard time keeping the lobbies populated since its $20 not to mention the requirement of having a ps plus/nso/xbox gold. Even Rogue Company is having long queues from where I am and that is f2p.
@anoyonmus
Pun intended!
@Nalverus @OnlyItsMeReid @Spiders @Chardir @Prizm @Imerion
Great info, but it’s the tick rate that determines how many processing cycles go by before an update, not the frame rate. For example, Splatoon 2 has a slower tick rate than Splatoon 1, but a bigger packet - same frame rate. It also uses rollback so the fps remain’s for every user but sometimes you see teleporting players when the game updates.
@Spiders what i meant is that the amount of packets the client will send is capped to how fast the server is going. if the client is 70 frames but the server tickrate is only at 60hz, its still just going to send up to those 60 frames.
...splatoon is also a different beast because its not on a dedicated server and uses nintendo's pia p2p netcode.
you're free to look yourself, i already looked at this game in real time anyway. i wire it all through my computer when i wanna look at everything.
oh. for 60fps this game uses around 70-75KBps up an down for the ones wanting to know how much bandwidth it uses. It really isn't much.
edit: should also rephrase. some clients will send as fast as its frames.
I thought its pretty cool a lot like splattoon, be interesting to see what happens when it's live.
@Nalverus I think I understand what you’re saying, I’ve just never heard of a game’s graphical performance being tied to it’s connection (beside cloud-based). I know games stutter and drop frames when there’s bad connections and the netcode is delay-based, but that’s not a performance issue in my mind, like, if I’m playing Smash Bros. and the game is going at 5 frames per second, I don’t think it’s because the Switch can’t handle the graphical load, I blame the poor connection of me and my opponent and the netcode for not using a rollback which would feel a million times better on slower connections.
tl;dr I think they’re readying excuses anticipating problems on Switch from bad netcode, but I could be misunderstanding.
Disco Dodgeball is so much better than this!
@Spiders its not the graphics. its the amount of frames. lowering the graphics makes it easier for the cpu and gpu to render more frames.
also slowdown in online smash isn't due to hardware performance. thats what this is about lolz.
@Nalverus I understand that, but what does that have to do with network performance? The devs are explicitly saying that: “Performance Mode requires a high quality, stable internet connection.”
Why would that be the case - that the connection speed maintains the framerate - unless the client is waiting for an update from the network to draw the frame, i.e. delay-based netcode?
My point is the developers are putting the impetus on user’s connections when plenty of games can maintain their frame rate regardless of their connection quality with rollback. It’s odd.
@Spiders "Performance Mode requires a high quality, stable internet connection" - because its sending more data at 60fps. been over this. You're comparing this to smash bros. that game is synced by frames and p2p. this is not.
"Why would that be the case - that the connection speed maintains the framerate - unless the client is waiting for an update from the network to draw the frame, i.e. delay-based netcode?" - Its the case because its sending more packets at 60fps than at 30fps. thats it. at 60fps its sending double the amount of packets than at 30fps.
There are MANY types of netcodes. The server is the host client. You are sending all of your data to the host client and moving yourself in the server client. You will rubber band back to where you was if you are not sending data consistently.
Thats the reason. Consistent packets being sent at double the data rate than 30fps.
In terms of netcode, its actually not even close to consider dedicated server netcode to p2p netcode.
This game is dedicated server. its different. gotta accept that.
"My point is the developers are putting the impetus on user’s connections when plenty of games can maintain their frame rate regardless of their connection quality with rollback. It’s odd."
The game is not gonna slow down from a bad connection. Because its a dedicated server game, your client can't slow down. Again, for every frame your client draws, it has to send more data per frame drawn BECAUSE its doing more calculations. flat out. 30fps. 60fps. 120fps, 144fps an so on. The client will send more data at each and every one of those framerates. Doesn't mean the server will accept them all, but the client will continue to send it.
To dumb it down and simplify it for you. No game in existence slows down from a slow connection. the client will just pause and wait for the next viable packet if the game is synced by frames - of which you keep using smash as an example.
Since this is NOT synced by frames, that won't happen.
Nor is the devs saying that.
Devs are saying - higher framerate? more packets. more packets? need a more stable connection for a consistent experience. How to do that? wired connection.
thats it. thats what they're saying.
edit: annnd i'm gonna end it there, i'm tired.
double edit: your client can slow down from the game engine being overloaded. this is not a network thing, but depending on how the engine and the netcode work together, if the game is not getting consistent updates - can actually affect the framerate. This is rare and only in games that have poor engine code and bad netcode implementation.
But that isn't the case here.
Really if you took even a glance at a video game's code...its an utter miracle that mass of code can even cohesively work as well as it does, if at all.
@Nalverus I appreciate you taking the time because you clearly think I’m an idiot.
@Spiders No, I don't. i'm just blunt. always have been. always will be.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...